I started a git hub project to make all my arduino code, illustrator files and other stuff available as well as "documenting" my bridge build. More to come ... https://github.com/Phil-Bug/ArtemisBridge/wiki . Any feedback welcome :-)

Originally Posted by BugRogerI started a git hub project to make all my arduino code, illustrator files and other stuff available as well ass "documenting" my bridge build. More to come ... https://github.com/Phil-Bug/ArtemisBridge/wiki . Any feedback welcome :-)

Thats awesome! Thank you!

Also, if Shift+button is not working, you could always just change the button the action responds to. say changing it from [Shift]+[1], you could change the hotkey to [A]. Its a quick fix, but it could work.

I wasn't aware one can change the hotkey but I guess that can be done in the same config file where I set up the joystick - I'll try that. Sometimes the simple solutions are the best - if one knows about them :-)

Originally Posted by BugRogerI wasn't aware one can change the hotkey but I guess that can be done in the same config file where I set up the joystick - I'll try that. Sometimes the simple solutions are the best - if one knows about them :-)

There are a million and one little quirks to this game. Ive been pretty obsessed with it for the past three years and Im still learning new things

Yes, tons of options to tweak the game. But that’s part of the fun of it. Thanks to this forum I learned a lot already :-). Just checked the controls.ini and it resolves most of my weapons hot key issues - except that two labels of my console need to be swapped now - not sure if I will go through that trouble ... Unfortunately that still leaves the issue with the engineering console. Don’t want to add another 10 buttons to have the option to store a setting - the shift + 1-9 option is much more efficient here. Maybe someone else has an idea how Artemis is treating the keyboard input so Shift + Key press can be used?

You should be able to program a button as a shift. That way you could press the store [shift] button and then the number. Though if your using touchscreens, Engineering pretty much has everything you need right there except for the "normalize energy" and "normlize coolant button"

I like the recent well-lit photos the best. It looks great when I can see the shape of your beautiful consoles. Nice work!__________________"The Admiralty had demanded six ships; the economists offered four; and we finally compromised on eight."- Winston Churchill

Thanks Mike, the convention is over now and I will have time to further improve (and document) my consoles. Need to color all the non black Metall parts black - as well as the wooden base plate. Need to improve some plugs and screws to ease the build up and tear down process. The whole consoles are designed to be portable - will post some more pics soon I hope. Next step is a transport case - do have something in mind like used for PA equipment. All that positive feedback wants one to go further one more step :-)

Originally Posted by BugRogerThanks! Does anybody have some experience with using an Arduino (or similar) to emulate the keyboard? Somehow Artemis is reading multiple key strokes differently than e.g. The notepad does. All the "Shift +" key pairs soon not to work with the arduino but work with a regular keyboard.

I had the same problem when initially programming my control panels. All of my controls are Arduino-based mouse/keyboard emulators. For some reason, the shift modifier works instantaneously for some controls in Artemis and not for others. (the same is also true for some mouse clicks, such as helm) The work-around I developed was to program a slight delay that effectively made the controller hold down the shift key for a few extra milliseconds. The time the shift is held down is too fast for humans to really notice, but it seemed to satisfy Artemis.

Originally Posted by ogremaschGreat work, are these still working well for the current version (2.6)?

Thanks, I haven’t tried running it with 2.6 for now. But since all screens are touch screens it should be playable. Some of the buttons might need some rework. Something Tinten out when winter is coming :-)

I had the same problem when initially programming my control panels. All of my controls are Arduino-based mouse/keyboard emulators. For some reason, the shift modifier works instantaneously for some controls in Artemis and not for others. (the same is also true for some mouse clicks, such as helm) The work-around I developed was to program a slight delay that effectively made the controller hold down the shift key for a few extra milliseconds. The time the shift is held down is too fast for humans to really notice, but it seemed to satisfy Artemis.

Thanks for the tip with the delay. When winter is coming I will probably rework my so far code and will definitely try adding the delay to the shift key. So far the work around with simulating mouse moves by pressing a button is working as well - but it’s not as „clean“ as I would like to have it.

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